Hojo
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Primary culture
Capital province
Government
State religion
Technology group
The time has come to unite Japan by force! The time for diplomacy is over and all these warring daimyo lords must be conquered.
The AI will not take this decision with less than 30 cities.
The warring factions of Japan have finally been united under a strong emperor.
The AI will always take this decision.
The warring factions of Japan have finally been united under a strong emperor.
The AI will always take this decision.

Primary culture
Togoku (Japanese)
Capital province
Sagami (4189)
Government
State religion
Technology group
Hojo ideas
- −10% Development cost
- +10% Morale of armies
Legacy of the Kamakura Shogunate
- +1 Yearly legitimacy
- +1 Land leader shock
- −10% Idea cost
- −1 National unrest
- +20% Fort defense
- +15% National manpower modifier
- −15% Cost of advisors with ruler's culture
- +15% Manpower recovery speed
Hojo is a Japanese nation that does not exist and has no cores in 1444. It is playable as Daimyo in game starts between 1493 and 1590.
In earlier starts, an event fires to release Hojo as a daimyou vassal if the shogun owns Musashi.
Missions[edit | edit source]
- Main article: Japanese missions
Decisions[edit | edit source]
All daimyos are eligible to form Japan.
id
Unite Japan!
Potential requirements
The country:
|
Allow
|
Effects
The country:
All
|
The AI will not take this decision with less than 30 cities.
id
Japan is united
Potential requirements
|
Allow
The country:
There is no country that:
|
Effects
The country:
|
The AI will always take this decision.
id
Japan is united
Potential requirements
The country:
|
Allow
There is no other country that:
|
Effects
The country:
|
The AI will always take this decision.
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